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139 lines
3.8 KiB
C++
139 lines
3.8 KiB
C++
#ifndef OPENMW_MWWORLD_PROJECTILEMANAGER_H
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#define OPENMW_MWWORLD_PROJECTILEMANAGER_H
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#include <string>
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#include <osg/ref_ptr>
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#include <osg/PositionAttitudeTransform>
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#include <components/esm/effectlist.hpp>
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#include "../mwbase/soundmanager.hpp"
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#include "ptr.hpp"
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namespace MWPhysics
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{
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class PhysicsSystem;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace osg
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{
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class Group;
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class Quat;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace MWRender
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{
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class EffectAnimationTime;
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class RenderingManager;
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}
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namespace MWWorld
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{
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class ProjectileManager
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{
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public:
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ProjectileManager (osg::Group* parent, Resource::ResourceSystem* resourceSystem,
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MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics);
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/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
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void launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection);
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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void update(float dt);
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/// Removes all current projectiles. Should be called when switching to a new worldspace.
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void clear();
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void write (ESM::ESMWriter& writer, Loading::Listener& progress) const;
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bool readRecord (ESM::ESMReader& reader, uint32_t type);
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int countSavedGameRecords() const;
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private:
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osg::ref_ptr<osg::Group> mParent;
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Resource::ResourceSystem* mResourceSystem;
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MWRender::RenderingManager* mRendering;
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MWPhysics::PhysicsSystem* mPhysics;
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float mCleanupTimer;
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struct State
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{
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osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
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std::shared_ptr<MWRender::EffectAnimationTime> mEffectAnimationTime;
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int mActorId;
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// TODO: this will break when the game is saved and reloaded, since there is currently
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// no way to write identifiers for non-actors to a savegame.
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MWWorld::Ptr mCasterHandle;
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MWWorld::Ptr getCaster();
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// MW-ids of a magic projectile
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std::vector<std::string> mIdMagic;
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// MW-id of an arrow projectile
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std::string mIdArrow;
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};
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struct MagicBoltState : public State
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{
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std::string mSpellId;
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// Name of item to display as effect source in magic menu (in case we casted an enchantment)
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std::string mSourceName;
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ESM::EffectList mEffects;
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float mSpeed;
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std::vector<MWBase::Sound*> mSounds;
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std::vector<std::string> mSoundIds;
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};
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struct ProjectileState : public State
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{
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// RefID of the bow or crossbow the actor was using when this projectile was fired (may be empty)
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std::string mBowId;
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osg::Vec3f mVelocity;
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float mAttackStrength;
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bool mThrown;
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};
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std::vector<MagicBoltState> mMagicBolts;
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std::vector<ProjectileState> mProjectiles;
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void cleanupProjectile(ProjectileState& state);
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void cleanupMagicBolt(MagicBoltState& state);
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void periodicCleanup(float dt);
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void moveProjectiles(float dt);
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void moveMagicBolts(float dt);
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void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient,
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bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture = "");
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void update (State& state, float duration);
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void operator=(const ProjectileManager&);
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ProjectileManager(const ProjectileManager&);
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};
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}
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#endif
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